;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
4       ; Road movement multiplier
6       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
6       ; Aqueduct needed to exceed this size
10      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
1       ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
100     ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
1       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Greek Tech,         4,-2,  no,  no,  0, 4    ; AFl
Alphabet,           5, 1,  Tra, nil, 0, 3    ; Alp
Romans Mystery,     3,-2,  Cmn, nil, 0, 0    ; Amp
Astronomy,          4, 1,  Cmp, Wri, 0, 3    ; Ast
Blacksmith,         4,-1,  ToG, nil, 0, 3    ; Ato
Carth.Tech,         6,-1,  no,  no,  0, 4    ; Aut
Banking,            4, 1,  Mat, nil, 0, 1    ; Ban
Bridge Building,    4, 0,  Cmp, Wri, 0, 4    ; Bri
Bronze Working,     6,-1,  nil, nil, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          5,-1,  Ato, nil, 0, 3    ; Che
Neutral Tech,       4,-2,  no,  no,  0, 0    ; Chi
Code of Laws,       4, 1,  Cur, nil, 0, 2    ; CoL
Persian Tech,       5,-1,  no,  no,  0, 0    ; CA
Ancient Tech,       5,-1,  Cmn, nil, 0, 3    ; Cmb
Communism,          5, 0,  no,  no,  0, 2    ; Cmn
Mediterranean Tech, 4, 1,  Cmn, nil, 0, 3    ; Cmp
Greek Colony Tech,  7,-1,  no,  no,  0, 0    ; Csc
Construction,       4, 0,  Bri, nil, 0, 4    ; Cst
The Corporation,    4, 0,  no,  no,  0, 1    ; Cor
Currency,           4, 1,  Hor, nil, 0, 1    ; Cur
Democracy,          5, 1,  Uni, nil, 0, 2    ; Dem
Economics,          4, 1,  San, nil, 0, 1    ; Eco
Greek Tech,         4, 0,  Cmn, nil, 0, 4    ; E1 
Carth.Tech2,        4, 1,  no,  no,  0, 2    ; E2 
Engineering,        4, 0,  no,  no,  0, 4    ; Eng
Environmentalism,   3, 1,  no,  no,  0, 2    ; Env
Espionage,          2,-1,  no,  no,  0, 0    ; Esp
Explosives,         5, 0,  no,  no,  0, 4    ; Exp
Feudalism,          4,-1,  no,  no,  0, 0    ; Feu
Panem et Circensis, 4,-1,  Phi, nil, 0, 2    ; Fli
Caesars Imperium,   3,-2,  Amp, nil, 0, 2    ; Fun
Romans Mystery 2,   3, 0,  no,  no,  0, 3    ; FP 
Genetic Engineering,3, 2,  no,  no,  0, 3    ; Gen
Guerrilla Warfare,  4, 1,  no,  no,  0, 0    ; Gue
Gunpowder,          8,-2,  no,  no,  0, 0    ; Gun
Horseback Riding,   4,-1,  Whe, nil, 0, 0    ; Hor
Celt Tech,          6, 0,  no,  no,  0, 1    ; Ind
Invention,          6, 0,  Dem, nil, 0, 4    ; Inv
Iron Working,       5,-1,  CoL, nil, 0, 4    ; Iro
Labor Union,        4,-1,  no,  no,  0, 2    ; Lab
The Laser,          4, 0,  no,  no,  0, 3    ; Las
Leadership,         5,-1,  no,  no,  0, 0    ; Ldr
Literacy,           5, 2,  Fli, nil, 0, 3    ; Lit
Machine Tools,      4,-2,  no,  no,  0, 4    ; Too
Magnetism,          4,-1,  no,  no,  0, 3    ; Mag
Map Making,         6,-1,  Cmb, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Mass Production,    5, 0,  no,  no,  0, 4    ; MP 
Mathematics,        4,-1,  Cmp, Wri, 0, 3    ; Mat
Medicine,           4, 0,  Lit, nil, 0, 1    ; Med
Metallurgy,         6,-2,  no,  no,  0, 0    ; Met
Miniaturization,    4, 1,  no,  no,  0, 4    ; Min
Mobile Warfare,     8,-1,  no,  no,  0, 0    ; Mob
Monarchy,           5, 1,  no,  no,  0, 2    ; Mon
Jupiters Law,       5, 1,  Amp, nil, 0, 2    ; MT 
Mysticism,          4, 0,  nil, nil, 0, 2    ; Mys
Navigation,         6,-1,  no,  no,  0, 1    ; Nav
Nuclear Fission,    6,-2,  no,  no,  0, 3    ; NF 
Nuclear Power,      3, 0,  no,  no,  0, 3    ; NP 
Philosophy,         6, 1,  Cmp, Wri, 0, 2    ; Phi
Physics,            4,-1,  Uni, nil, 0, 3    ; Phy
Plastics,           4, 1,  no,  no,  0, 4    ; Pla
Plumbing,           4, 0,  no,  no,  0, 4    ; Plu
Polytheism,         4, 0,  nil, nil, 0, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-1,  no,  no,  0, 4    ; Rad
Railroad,           6, 0,  no,  no,  0, 1    ; RR 
Recycling,          2, 1,  no,  no,  0, 2    ; Rec
Refining,           4, 0,  no,  no,  0, 4    ; Ref
Expert Landfarms,   3, 1,  Cst, nil, 0, 1    ; Rfg
The Republic,       5, 1,  no,  no,  0, 2    ; Rep
Robotics,           5,-2,  no,  no,  0, 0    ; Rob
Rocketry,           6,-2,  no,  no,  0, 0    ; Roc
Sanitation,         4, 2,  E1,  Rfg, 0, 1    ; San
Seafaring,          4, 1,  Ast, nil, 0, 1    ; Sea
Space Flight,       4, 1,  no,  no,  0, 3    ; SFl
Stealth,            3,-2,  no,  no,  0, 0    ; Sth
Steam Engine,       4,-1,  no,  no,  0, 3    ; SE 
Steel,              4,-1,  no,  no,  0, 4    ; Stl
Superconductor,     4, 1,  no,  no,  0, 3    ; Sup
Sea Tactics,        6,-1,  Sea, nil, 0, 0    ; Tac
Italian Friendship, 3, 2,  Amp, nil, 0, 2    ; The
Theory of Gravity,  4, 0,  Phy, nil, 0, 3    ; ToG
Trade,              4, 2,  Map, nil, 0, 1    ; Tra
University,         5, 1,  E1,  Med, 0, 3    ; Uni
Warrior Code,       4,-1,  no,  no,  0, 0    ; War
The Wheel,          4,-1,  Pot, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  Iro, CoL, 0, 3    ; FT 
User Def Tech A,    3, 0,  no,  no,  0, 0    ; U1 
User Def Tech B,    3, 0,  no,  no,  0, 0    ; U2 
User Def Tech C,    3, 0,  no,  no,  0, 0    ; U3 
Extra Advance 1,    3, 0,  no,  no,  0, 0    ; X1 
Extra Advance 2,    3, 0,  no,  no,  0, 0    ; X2 
Extra Advance 3,    3, 0,  no,  no,  0, 0    ; X3 
Extra Advance 4,    3, 0,  no,  no,  0, 0    ; X4 
Extra Advance 5,    3, 0,  no,  no,  0, 0    ; X5 
Extra Advance 6,    3, 0,  no,  no,  0, 0    ; X6 
Extra Advance 7,    3, 0,  no,  no,  0, 0    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Palace,                   10, 0,    Mas,
Barracks,                 4,  1,    nil,
Granary,                  6,  1,    Pot,
Temple,                   4,  1,    Cer,
MarketPlace,              8,  1,    Cur,
Library,                  8,  1,    Wri,
Courthouse,               8,  1,    CoL,
City Walls,               8,  0,    Mas,
Aqueduct,                 8,  2,    Cst,
Bank,                     12, 3,    Ban,
Theater,                  12, 3,    Phi,
University,               16, 3,    Uni,
Mass Transit,             16, 4,    Cmn,
Colosseum,                10, 4,    Fli,
Blacksmith,               20, 4,    Ato,
Manufacturing,            32, 6,    Che,
SDI Defense,              20, 4,    Cmn,
Recycling Center,         20, 2,    Cmn,
Power Plant,              16, 4,    Cmn,
Hydro Plant,              24, 4,    Cmn,
Nuclear Plant,            16, 2,    Cmn,
Trade Companies,          16, 4,    Eco,
Bath Houses,              12, 2,    San,
Public Food,              8,  3,    Rfg,
Superhighways,            20, 5,    Cmn,
Academy,                  16, 3,    Inv,
SAM Missile Battery,      10, 2,    Cmn,
Coastal Fortress,         8,  1,    Tac,
Solar Plant,              32, 4,    Cmn,
Harbor,                   6,  1,    Sea,
Advanced Fishing,         16, 3,    Ato,
Airport,                  16, 3,    Cmn,
Prison,                   6,  2,    Bro,
War Harbour,              8,  3,    Tac,
SS Structural,            8,  0,    Cmn,
SS Component,             16, 0,    Cmn,
SS Module,                32, 0,    Cmn,
(Capitalization),         60, 0,    Eco,
Pyramids,                 20, 0,    nil,
Hanging Gardens,          20, 0,    nil,
Virtus,                   20, 0,    nil,
Expert Seafaring,         20, 0,    nil,
Ancient Philosophy,       30, 0,    nil,
Oracle,                   30, 0,    nil,
Temple of Pergamon,       30, 0,    nil,
The Immortal 10.000,      30, 0,    nil,
Stonehenge,               30, 0,    nil,
Homers Ilias,             20, 0,    nil,
Circus Maximus,           40, 0,    MT,
Academy of Aristoteles,   30, 0,    Phy,
Carthagos's Expedition,   40, 0,    nil,
Senat of Rome,            30, 0,    nil,
Nebukadnezars Castle,     40, 0,    nil,
Roman Civil Rights,       40, 0,    The,
Books of Moses,           40, 0,    nil,
Taxes of Crassus,         40, 0,    Amp,
Labyrinth of Cnossos,     40, 0,    nil,
Zarathustra,              40, 0,    nil,
Platons Academy,          30, 0,    Mat,
Veterans Land Peace,      60, 0,    Amp,
Orient Trade,             60, 0,    Dem,
Colossus of Rhodos,       60, 0,    nil,
China Connection,         60, 0,    nil,
Apollo Program,           60, 0,    Cmn,
SETI Program,             60, 0,    Cmn,
Hannibals Plans,          60, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
Mas,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
Mas,        ; Great Library
nil,        ; Oracle
Mas,        ; Great Wall
nil,        ; Sun Tzu's War Academy
Mas,        ; King Richard's Crusade
Mas,        ; Marco Polo's Embassy
nil,        ; Michelango
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
Mas,        ; Da Vinci's Workshop
nil,        ; Bach
Mas,        ; Newton
nil,        ; Smith's Trading Co.
Mas,        ; Darwin
Mas,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
Mas,        ; Manhattan Project
Mas,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Peasant,      nil, 0,  1.,0,  0a,2d,  2h,1f,  4,0,  5, Cmn, 000000000000000
Slave,        nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, Cmn, 000000000000000
Warriors,     nil, 0,  1.,0,  2a,2d,  1h,1f,  2,0,  1, Ind, 000000000000000
City Guard,   nil, 0,  0.,0,  1a,2d,  1h,1f,  2,0,  1, Cmn, 000000000000000
Greek Guard,  nil, 0,  0.,0,  1a,2d,  1h,1f,  3,0,  1, AFl, 000010000000000
Zenturie,     nil, 0,  1.,0,  2a,2d,  1h,1f,  3,0,  1, Amp, 000010000000000
Cart.Guard,   nil, 0,  1.,0,  2a,2d,  1h,1f,  3,0,  1, Aut, 000010000000000
Pers.Warrior, nil, 0,  1.,0,  3a,3d,  2h,1f,  4,0,  1, CA,  000000000000000
Praetorians,  nil, 0,  1.,0,  5a,3d,  2h,1f,  6,0,  0, Fun, 000100000000000
Partisans,    nil, 0,  1.,0,  4a,2d,  2h,1f,  2,0,  1, Gue, 000001000000010
Hoplit,       nil, 0,  1.,0,  3a,3d,  2h,1f,  4,0,  0, AFl, 000000000000000
Cohort,       nil, 0,  1.,0,  4a,2d,  2h,1f,  4,0,  0, Amp, 000000000000000
Pers.Archer,  nil, 0,  1.,0,  5a,1d,  2h,1f,  4,0,  0, CA,  000000000000000
Militia,      nil, 0,  1.,0,  3a,1d,  1h,1f,  2,0,  0, Csc, 000000000000000
Greek Archer, nil, 0,  1.,0,  4a,2d,  2h,1f,  4,0,  1, AFl, 000000000000000
Horsemen,     Cmb, 0,  2.,0,  4a,1d,  1h,1f,  4,0,  0, Hor, 000000000000000
Pers.Chariot, nil, 0,  2.,0,  4a,2d,  2h,1f,  5,0,  0, CA,  000000000000000
War Elephant, nil, 0,  2.,0,  6a,2d,  2h,1f,  5,0,  0, Cmn, 000000001000001
Cart.Cavalry, nil, 0,  2.,0,  5a,2d,  1h,1f,  4,0,  0, Aut, 000000000000000
Cavalry,      nil, 0,  3.,0,  5a,3d,  2h,1f,  4,0,  0, Cmn, 000000000000001
Pers.Cavalry, nil, 0,  2.,0,  5a,1d,  2h,1f,  5,0,  0, CA,  000000000000000
Skyth,        nil, 0,  2.,0,  5a,1d,  2h,1f,  5,0,  0, Cmn, 000000000000000
Legion,       nil, 0,  1.,0,  7a,3d,  3h,1f, 12,0,  0, FP,  000000000000100
Catapult,     Mat, 0,  1.,0,  6a,1d,  1h,1f,  5,0,  0, Cmb, 000000000000000
Catapult II,  Phy, 0,  1.,0,  8a,1d,  2h,1f,  5,0,  0, Mat, 000000000000000
Catapult III, Ato, 0,  1.,0, 10a,1d,  2h,2f,  6,0,  0, Phy, 000000000000000
Fight Tower,  nil, 0,  1.,0, 12a,2d,  3h,2f,  7,0,  0, Ato, 000000001000000
Jesus,        nil, 0,  1.,0,  1a,1d,  1h,1f,  6,0,  1, Cmn, 000000000000010
Cart.Army,    nil, 0,  1.,0,  7a,3d,  3h,1f,  8,0,  0, Aut, 000000000000100
Cart.Troup,   nil, 0,  1.,0,  4a,2d,  2h,1f,  4,0,  0, Aut, 000000000000100
Warrior,      nil, 0,  1.,0,  3a,1d,  1h,1f,  3,0,  0, Chi, 000000000000000
Immortals,    nil, 0,  1.,0,  7a,3d,  3h,1f,  8,0,  0, CA,  000000000000100
Trireme,      Sea, 2,  3.,0,  1a,1d,  1h,1f,  4,4,  4, Map, 000000000100000
Cart.Trimere, nil, 2,  3.,0,  4a,2d,  2h,1f,  4,0,  2, Aut, 000000000100000
Merchand,     nil, 2,  3.,0,  0a,2d,  2h,1f,  4,4,  4, Sea, 000000000100000
War Trimere,  nil, 2,  3.,0,  4a,2d,  2h,1f,  4,4,  2, FP,  000000000100000
Pers.Warship, nil, 2,  3.,0,  3a,2d,  2h,1f,  4,2,  2, CA,  000000000100000
Fire Ship,    nil, 2,  3.,0,  8a,1d,  3h,1f,  6,0,  2, Cmn, 001000000100000
Colony Boat,  Sea, 2,  3.,0,  1a,1d,  1h,1f,  3,4,  4, Csc, 000000000100000
Boat,         Sea, 2,  3.,0,  1a,1d,  1h,1f,  3,3,  4, Chi, 000000000100000
Pirate,       nil, 2,  3.,0,  4a,2d,  2h,1f,  4,4,  2, Cmn, 000000000000000
Teutons,      nil, 0,  1.,0,  6a,4d,  2h,1f,  4,0,  0, Cmn, 000000000000000
Berzerker,    nil, 0,  1.,0,  5a,3d,  2h,1f,  4,0,  0, Ind, 000000000000000
Transport,    nil, 2,  3.,0,  0a,2d,  2h,1f,  5,8,  4, Tac, 000000000100000
Assassin,     nil, 0,  4.,0,  8a,1d,  1h,3f,  6,0,  0, Cmn, 001000000000000
Christus,     nil, 0,  0.,0,  1a,8d,  2h,2f,  6,0,  1, Cmn, 000000000000000
Legat,        nil, 0,  3.,0,  1a,3d,  1h,1f,  8,0,  6, Aut, 000000000000011
Senator,      nil, 0,  3.,0,  1a,3d,  1h,1f,  8,0,  6, Cmn, 000000000000011
Trader,       CA,  0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000001000000010
Pers.Trader,  nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, CA,  000001000000010
Hannibal,     nil, 0,  1.,0,  9a,5d,  3h,1f, 10,0,  0, Cmn, 000000101000111
Cart.Fort,    nil, 0,  0.,0,  8a,8d,  3h,1f, 10,0,  0, Cmn, 000000000000000
Spartacus,    nil, 0,  1.,0,  9a,5d,  3h,1f, 10,0,  0, Cmn, 000000101000111
Pers.Tower,   nil, 0,  0.,0,  8a,8d,  3h,1f, 10,0,  0, Cmn, 000000000000000
Elephant,     nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  1, Cmn, 000000000000000
Camel,        nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  1, Cmn, 000000000000000
War Camel,    nil, 0,  2.,0,  5a,2d,  2h,1f,  5,0,  0, Cmn, 000000001000001
Horse,        nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  1, Cmn, 000000000000000
Caesars Home, nil, 0,  0.,0,  0a,1d,  1h,1f, 10,0,  0, Cmn, 000000000000000
Marius,       nil, 0,  1.,0,  9a,5d,  3h,1f, 10,0,  0, Cmn, 000000101000111
Scipio,       nil, 0,  1.,0,  9a,5d,  3h,1f, 10,0,  0, Cmn, 000000101000111
Pompeius,     nil, 0,  1.,0,  9a,5d,  3h,1f, 10,0,  0, Cmn, 000000101000111

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     2,2,  1,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Drt
Plains,     1,2,  1,0,0,   yes, 1, 5, 1,   no,  0,15,  0,  no,    ; Pln
Grassland,  1,2,  2,0,0,   yes, 1, 5, 2,   no,  0,10,  0,  no,    ; Grs
Forest,     2,3,  1,1,0,   no,  0, 5, 5,   no,  0, 5,  0,  no,    ; For
Hills,      2,4,  1,0,0,   no,  0, 0, 0,   yes, 1,10,  1,  no,    ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 2,10,  6,  no,    ; Mou
Fruits,     1,2,  3,0,0,   yes, 1, 5, 2,   no,  0, 0,  0,  no,    ; Tun
Wheat,      1,2,  3,0,0,   yes, 1, 5, 2,   no,  0, 0,  0,  no,    ; Gla
Swamp,      2,3,  1,0,0,   Pln, 0,15, 6,   no,  0,15,  0,  no,    ; Swa
Archaic,    1,4,  1,1,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  2,1,1,
Sheep,      1,2,  2,1,1,
Grassland,  1,2,  2,0,0,
Bear,       2,3,  1,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Fruitfarm,  1,2,  3,1,2,
Wheatfarm,  1,2,  3,1,2,
Ruins,      2,3,  1,2,1,
Gems,       2,3,  1,2,4,
Fish,       1,2,  3,1,2,
Oasis,      1,2,  2,1,1,
Nuts,       1,2,  2,1,1,
Grassland,  1,2,  2,0,0,
Pheasant,   2,3,  2,1,1,
Wine,       2,4,  0,2,4,
Iron,       3,6,  0,3,3,
Fruitfarm,  1,2,  3,1,2,
Wheatfarm,  1,2,  3,1,2,
Spice,      2,3,  2,0,2,
GemsMine,   2,3,  0,3,3,
BigFish,    1,2,  2,2,2,




@GOVERNMENTS
Anarchy,        Chief,       Ms.
Despotism,      Chief,       Queen
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Caes.Imperium,  Caesar,      Caesar
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 3, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 1, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 2, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 0, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 1, French,      French,      1,  0, -1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,     -1, -1,  1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 0, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 2, Persians,    Persian,     1,  0, -1,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 1,  1, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Pepper,
Slaves,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Censor
Praefect
Aedil
Consul
Emperor
Caesar

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













